Hi. Started downloading MWLL about 5 hours ago and lurked around until now. (8% done) My internet is horribad and I just can't wait for the download to end. Not sure if this is the right forum area, or if this is the right forum at all. We'll treat this as an intro then.
Yep this is the introduction area. Ill treat you to a hiiiii...
I'm 20 year old 3d modeler/ animator that has no experience in making things that come out to being work. Meaning that I make things exclusively for fun.
I wander around different game engines hoping to find "that perfect one" that will suit my wants. My wants being a sandbox for giving my own creations life. (personal use only of course) I have found that the inhibiting factor ALWAYS boils down to not being able to script.
That's a tender age...
Engine that it will suit you best is the one you make for your own needs. There is no such thing as perfection and engine usage boils down to what you can make it do or do with it. It involves scripting for most basic usage and programming for anything bigger
So what I'm asking is, what sort of format does the mod use, and is the mod open to personal modification? I'm not really interested in playing the game online.
If it's based on the Cry engine, I'm guessing .cga, .anm, and .cgf formats maybe? Xml, Fmod, stuffs like that? Or is it in some special untouchable format? Do the mechs use IK, animation based movement? Are the aircraft realistic on physics? So on and so forth.
It uses xml for basic/end implementation (usually calling for functions outside written in c++) and lua and as far as in game geo goes cgf as the basic static geometry, .cga is animated geometry hierarchied geomtry witch can animate either using clever c++ coding to play the animations, loop them, make some parts follow certain angle (basically anything you know to do is not an issue when you know how to do it no?) .anm for procedural animations for .cga and chr for characters with skin deformations and .caf for associated animation files for characters. Cry2 has handy stuff such as foot IK where the game animates feet/angle based on terrain angle and yes most of the stuff uses IK solvers.
Yes, mechs use IK with purposly disabled foot IK (engine limitations for huge characters and time/nerve limitation) and they are in fact 2 entities tied together with code: .CHR and .CGA.
Realistic physics cannot exist in 5x5 (8x8 max) for aero and is a thing that most of our community refuses to accept. Since aircraft do not exist in crysis, they are based off vtoll code and again some clever c++ in such a way that they fit the scale of the maps. Fmod is used for audio events implementations. As far as your engine choice goes, I can say that cryengine is a complex beast, either good or bad.
I have more questions, but Tl;dr. I'll save it for when anyone wants it. Glad to have found MWLL, and hope it's something useful.
Good and bad news appreciated equally.
Actually I am dubious that anyone wants annoying technical questions outside special moods and base culture to help someone who is stuck when learning.
There is a lot of competent people around here so fire away and im sure they will reply when they can
(p.s. I may be interested in applying for the team if it happens to be good and/or still going on.)
Mod has been shut down, wandering samurai disbanded in dubious circumstances. There is some other "mega-super-secret-project-that-acceptsonlymosttrustworthypeople" made by number of CJW people. I suggest giving it a go in contacting those people if I remember, they need an artist. Working in a team environment is always a good way to begin.